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ALLEGIANCE - a custom set Options
saber1
Posted: Friday, September 17, 2010 12:08:52 AM
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ALLEGIANCE is my latest custom set offering and entry in the "unofficial" custom set contest. This is a well-rounded set representing new and existing characters and is designed to synergize with existing WotC miniatures as well as those found in my previous custom set. Balance Point can be found under the Custom tab. Thanks for looking and all constructive comments.
saber1
Posted: Friday, September 17, 2010 12:09:52 AM
Rank: Advanced Bloo Milk Member
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Joined: 2/14/2009
Posts: 1,450
Location: At the controls
OLD REPUBLIC

Army of Light Jedi Commander
Rarity: U
Cost: 28
Faction: Old Republic
Hit Points: 90
Defense: 20
Attack: 12
Damage: 20
Special Abilities
Melee, Double Attack
Army of Light (This character may not be in a Sith squad. This character can spend its own Force points once per turn and spend Force points from a character with Army of Light once per turn)
Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings)
Shii-Cho Style (+4 Attack and +4 Defense when 3 or more enemies are within 6 squares)
Force Powers
Force 1, Force Renewal 1
Knight Speed (Force 1: This character can move 4 extra squares on his turn as part of his move)
Lightsaber Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 11)
Commander Effect
Old Republic nonunique followers gain Relay Orders (Each allied commander can count distance from this character as well as from itself for the purpose of commander effects)


Tchuukthai Jedi Master
Rarity: U
Cost: 40
Faction: Old Republic
Hit Points: 120
Defense: 20
Attack: 14
Damage: 20
Special Abilities
Melee, Double Attack
Rend +20 (If both of his attacks hit the same adjacent enemy, this character's second attack gets +20 Damage)
Light Armor (Whenever this character takes damage, it reduces the damage dealt by 10 with a save of 11. Attacks with lightsabers ignore this special ability.)
Force Powers
Force 2, Force Renewal 1
Force Repulse 4 (Force 4, replaces attacks: 40 damage to all characters within 4 squares; push back Huge or smaller characters to 6 squares from this character. Huge or smaller characters are considered activated this round; save 11.)
Force Stun (Force 1, usable only on this character's turn: range 6; target living enemy is considered activated this round; save 11)
Lightsaber Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 11)

Master Thon’s mysterious background and private nature engendered curiosity and awe in his fellow Jedi.


Valenthyne Farfalla
Rarity: VR
Cost: 42
Faction: Old Republic
Hit Points: 100
Defense: 19
Attack: 10
Damage: 20
Special Abilities
Unique, Melee, Double Attack
Army of Light (This character may not be in a Sith squad. This character can spend its own Force points once per turn and spend Force points from a character with Army of Light once per turn)
Gregarious (+4 Attack if an ally is within 6 squares)
Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings)
Makashi Style Mastery (When hit by a melee attack, this character takes no damage with a save of 11. Shii-Cho, Soresu, Ataru, and Niman Style cannot be used against this character.)
Force Powers
Force 2, Force Renewal 1
Force Push 2 (Force 2, replaces attacks: range 6; 20 damage; push back target 2 squares if Huge or smaller)
Lightsaber Deflect (Force 1: When hit by a nonmelee attack, this character takes no damage with a save of 11)
Commander Effect
Unique Old Republic allies with a Force rating gain Army of Light

"I swore a vow to General Hoth. I promised I would not rest until the Sith had been cleansed from the galaxy. I still intend to honor that vow."
saber1
Posted: Friday, September 17, 2010 12:10:31 AM
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Joined: 2/14/2009
Posts: 1,450
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SITH

Brotherhood of Darkness Acolyte
Rarity: C
Cost: 8
Faction: Sith
Hit Points: 20
Defense: 16
Attack: 5
Damage: 20
Special Abilities
Brotherhood of Darkness (+1 Attack for each ally within 6 squares with Brotherhood of Darkness)
Melee
Force Powers
Force 1
Lightsaber Deflect (Force 1: When hit by a nonmelee attack, this character takes no damage with a save of 11)

Like their light side counterparts, the Brotherhood turned to recruiting younger beings with force potential to bolster their ranks.


Brotherhood of Darkness Council Member
Rarity: U
Cost: 30
Faction: Sith
Hit Points: 100
Defense: 18
Attack: 10
Damage: 20
Special Abilities
Melee, Double Attack
Brotherhood of Darkness (+1 Attack for each ally within 6 squares with Brotherhood of Darkness)
Force Powers
Force 4
Force Lightning 2 (Force 2, replaces attacks: range 6; 30 damage to target and 2 characters adjacent to that target)
Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)
Commander Effect
Each follower with a Force rating and Brotherhood of Darkness starts with +1 Force

"Aren't we all equal in the Brotherhood of Darkness?" -Kopecz


Brotherhood of Darkness Sith Lord
Rarity: U
Cost: 22
Faction: Sith
Hit Points: 80
Defense: 17
Attack: 9
Damage: 20
Special Abilities
Melee, Double Attack
Brotherhood of Darkness (+1 Attack for each ally within 6 squares with Brotherhood of Darkness)
Sith Tenacity (May spend an additional Force Point per turn to reroll an attack)
Force Powers
Force 3
Force Lightning 2 (Force 2, replaces attacks: range 6; 30 damage to target and 2 characters adjacent to that target)
Lightsaber Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 11)
Sith Rage (Force 1: +10 Damage on all attacks this turn)
Commander Effect
Allies with Brotherhood of Darkness within 6 squares gain +10 damage against enemies with a Force rating


Gloomwalker
Rarity: C
Cost: 12
Faction: Sith
Hit Points: 30
Defense: 17
Attack: 5
Damage: 20
Special Abilities
Brotherhood of Darkness (+1 Attack for each ally within 6 squares with Brotherhood of Darkness)
Stable Footing (Not slowed by difficult terrain or low objects.)


Gloomwalker Sergeant
Rarity: U
Cost: 17
Faction: Sith
Hit Points: 40
Defense: 17
Attack: 6
Damage: 20
Special Abilities
Brotherhood of Darkness (+1 Attack for each ally within 6 squares with Brotherhood of Darkness)
Double Attack
Evade (When hit by a non-melee attack, this character takes no damage with a save of 11)
Stable Footing (Not slowed by difficult terrain or low objects.)
Force Powers
Force 2
Force Sense
(Force 1, usable only on this character's turn: Enemy characters lose Stealth for the rest of the round)
Commander Effect
Allies with Gloomwalker in their name gain Evade

Dessel led his men through terrible odds saving many of their lives, only to sabotage the Brotherhood of Darkness later as Darth Bane.


Kas’im
Rarity: R
Cost: 58
Faction: Sith
Hit Points: 130
Defense: 21
Attack: 14
Damage: 20
Special Abilities
Unique, Melee, Double Attack
Ataru Style Mastery (+4 Attack and Twin Attack if exactly 1 enemy is within 6 squares)
Brotherhood of Darkness (+1 Attack for each ally within 6 squares with Brotherhood of Darkness)
Dark Inspiration (At the start of the skirmish, choose an allied character with a Force rating. For the rest of the skirmish, that character gains Lightsaber Duelist.)
Jar’Kai Technique (+2 to save rolls for Force powers with Lightsaber in their name while this character has more than half Hit Points remaining)
Juyo Style (Scores a critical hit, and makes 1 immediate extra attack at +10 Damage, on an attack roll of natural 19 or 20. Force powers deal +10 Damage against this character.)
Lightsaber Duelist (+4 Defense when attacked by an adjacent enemy with a Force rating)
Force Powers
Force 2, Force Renewal 1, MotF 2
Force Bubble (Force 1: When this character takes damage, reduce the damage dealt by 20)
Lightsaber Assault (Force 1, replaces attacks: Make 2 attacks)
Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)

"Someone well trained in lightsaber combat can defeat an opponent who is stronger in the Force."


Lord Kaan
Rarity: VR
Cost: 53
Faction: Sith
Hit Points: 120
Defense: 21
Attack: 13
Damage: 20
Special Abilities
Unique, Melee, Double Attack
Brotherhood of Darkness (+1 Attack for each ally within 6 squares with Brotherhood of Darkness)
Force Powers
Force 2, Force Renewal 1, MotF 2
Lightsaber Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 11)
Thought Bomb (Replaces turn: This character and each ally with a Force rating within 6 squares must spend 1 Force, if possible. 20 damage to each character with a Force rating within line of sight of this character for each Force point spent.)
Commander Effect
Followers who end their move within 6 squares gain Momentum

"I ask that you join me in one last task: the creation of a weapon so powerful that when it is detonated, the victors shall become the vanquished and be swept from the pages of history."


Marka Ragnos, Sith Spirit
Rarity: R
Cost: 10
Faction: Sith
Hit Points: -
Defense: -
Attack: -
Damage: -
Special Abilities
Unique
Affinity (Your squad may contain characters whose name contains Ragnos)
Dark Spirit (Ignores characters and terrain. Cannot open doors. Cannot attack or be damaged, and does not count as a legal target, the nearest enemy, or adjacent. Not subject to commander effects. Does not provide cover. At the start of the skirmish, choose a Unique allied character with a Force rating. That ally gains Force Renewal 1 and Force Grip 3 (Force 3, replaces attacks: sight; 30 damage) while within 4 squares of this character. This character is defeated if the chosen ally is defeated. An enemy within 6 squares can spend 1 Force point to defeat this character; save 11. This effect replaces that enemy's attacks.)
Speed 4

“The chains of the grave cannot hold a Dark Lord of the Sith…"
saber1
Posted: Friday, September 17, 2010 12:11:06 AM
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MANDALORIANS

Goran Beviin
Rarity: R
Cost: 40
Faction: Mandalorian
Hit Points: 90
Defense: 20
Attack: 10
Damage: 20
Special Abilities
Unique, Double Attack
Beskar’gam Armor 11 (When this character takes damage, he can reduce the damage dealt by 10 with a save of 11)
Crushgaunts (If both of its attacks hit the same adjacent enemy, this character's second attack gets +10 Damage and make a save of 17. On a success, that enemy is -10 Damage for rest of skirmish.)
Deadly Attack (Scores a critical hit on an attack roll of natural 19 or 20)
Unyielding (At the start of each of this character's turns, make a save of 11. On a success, this character’s damage may not be prevented or redirected for the remainder of the round.)
Yuuzhan Vong Hunter (+4 Attack and +10 Damage against Yuuzhan Vong enemies)

"I want to hunt down every last crab–boy in the galaxy. Whether you have a deal with them or not, Mand'alor."


Journeyman Protector
Rarity: C
Cost: 27
Faction: Mandalorian
Hit Points: 70
Defense: 19
Attack: 10
Damage: 20
Special Abilities
Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)
Honorable (+4 attach and +10 damage against characters with Betrayal or Internal Strife)
Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)
Vibroblade (+10 damage against adjacent enenmies)

From humble beginnings on Concord Dawn, Jaster Mereel went on to become Mand’alor and forge Jango Fett into the galaxy’s most feared bounty hunter.
saber1
Posted: Friday, September 17, 2010 12:11:51 AM
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REPUBLIC

ARF Trooper Technician
Rarity: C
Cost: 14
Faction: Republic
Hit Points: 10
Defense: 15
Attack: 6
Damage: 10
Special Abilities
Armor Retrofit (Replaces turn: adjacent character with Mounted Weapon gains Damage Reduction 10 for rest of skirmish)
Repair Kit (Replaces turn: adjacent character gains Industrial Repair 10 for rest of skirmish)
Recon (Roll twice for initiative once per round, choosing either roll, if any character with Recon in the same squad has line of sight to an enemy)
Stealth (If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)

ARF Technicians provide invaluable maintenance for equipment in the field.
saber1
Posted: Friday, September 17, 2010 12:12:34 AM
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REBELS

Luke Skywalker, Hope of the Rebellion
Rarity: VR
Cost: 53
Faction: Rebel
Hit Points: 120
Defense: 20
Attack: 10
Damage: 20
Special Abilities
Unique, Melee
Djem So Style (Whenever this character is hit by a melee attack, make a save of 11. On a success, this character can make an immediate attack against that attacker.)
Flurry (Whenever this character scores a critical hit, it can make 1 immediate extra attack)
Jedi Resilience (May spend an additional force point per turn to reroll a failed save)
Loner (+4 Attack if no allies are within 6 squares)
Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)
Force Powers
Force 2, Force Renewal 1
Dark Temptation (Force 1: +4 attack and +10 damage until the end of this character's turn. At the end of that turn, make a save 11; if this fail saves, this character joins the opponent's squad until the end of the skirmish.)
Force Leap (Force 1, this character can move through enemy characters without provoking attacks of opportunity)
Jedi Mind Trick (Force 1, usable only on this character’s turn: range 2; target living enemy is considered activated this round and cannot make attacks of opportunity this turn, save 11)
Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)
Commander Effect
Enemy characters with Flight provoke Attacks of Opportunity as normal when moving into a square occupied by or adjacent to an allied commando.

Many pinned the Rebellion’s hope of success on this last of the Jedi, despite his increasingly withdrawn and introspective nature.


Owen and Beru Lars
Rarity: R
Cost: 10
Faction: Rebel
Hit Points: 40
Defense: 16
Attack: 6
Damage: 10
Special Abilities
Overprotective (While an injured ally with Luke in its name is within 6 squares he gains Internal Conflict and this character gains +20 damage and Draw Fire)
Heritage Discovered (When this character is defeated an ally with Luke in its name with 10 or less attack gains +2 attack, +2 defense and Impulsive Advance for rest of skirmish)

Despite their best efforts to shield Luke from his Skywalker heritage, Owen and Beru’s deaths catapulted their nephew to his destiny.
saber1
Posted: Friday, September 17, 2010 12:13:23 AM
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IMPERIALS

Darth Sidious, Architect of the Purge
Rarity: VR
Cost: 35
Faction: Imperial
HP: 120
DEF: 21
ATK: 0
DAM: 0
Special Abilities
Unique, Melee
Affinity (May be in a Sith squad)
Dark Master (At the start of the skirmish, choose a Unique allied character. That character may spend this character's Force points as if they were its own.)
Execute Order 66 (Cannot be targeted by characters with Order 66)
Force Powers
Force 2, Force Renewal 2, MotF 2
Force Alter (Force 1: range 6; any 1 enemy rerolls its last attack)
Force Cloak (Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked)
Force Lightning 2 (Force 2, replaces attacks: range 6; 30 damage to target and 2 characters adjacent to that target)
Commander Effect
Unique allies with a force rating gain Jedi Hunter

Both in and out of the shadows, Palpatine manipulated events over many years to engineer the destruction of the Jedi Order.


Gilad Pellaeon
Rarity: R
Cost: 17
Faction: Imperial
Hit Points: 40
Defense: 16
Attack: 5
Damage: 10
Special Abilities
Unique
Pilot Reserves 30 (If you roll exactly 3 for initiative, you can add up to 30 points of Pilot characters to your squad immediately before your first activation of the round)
Tactical Superiority (Your Pilot allies gain +2 Attack for each Pilot that has attacked the target this round)
Commander Effect
Your Navy Troopers and allies with Pilot gain Deadly Attack

"I have the feeling, Admiral, that our final offensive against the Rebellion may be ready to launch a bit ahead of schedule."


Jumptrooper
Rarity: C
Cost: 14
Faction: Imperial
Hit Points: 50
Defense: 16
Attack: 8
Damage: 20
Special Abilities
Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving)
Mobile Attack (Can move both before and after attacking)
Splash 10 (If this character's attack hits, all characters adjacent to the target take 10 damage; save 11. If the attack misses, the target and all adjacent characters take 10 damage; save 11.)
saber1
Posted: Friday, September 17, 2010 12:14:12 AM
Rank: Advanced Bloo Milk Member
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Joined: 2/14/2009
Posts: 1,450
Location: At the controls
NEW REPUBLIC

Expert Slicer
Rarity: U
Cost: 19
Faction: New Republic
Hit Points: 40
Defense: 15
Attack: 5
Damage: 10
Special Abilities
Computer Spike (Replaces turn, range 6: target droid character takes an immediate turn under your control, which does not count as one of your 2 activations this phase, even if it has already been activated this round; save 11.)
Military Decryption (Suppresses the effects of Recon on enemy characters)
Override (At the end of its turn, this character can designate 1 door that it can see as open or closed; it remains open or closed until the end of this character's next turn, or until it is defeated)

Ghent, an incredibly gifted slicer discovered by Talon Karrde, proved invaluable to the New Republic from the Thrawn Crisis through the Yuuzhan Vong invasion.


Jag Fel, Jedi Hunter
Rarity: R
Cost: 27
Faction: New Republic
Hit Points: 70
Defense: 19
Attack: 9
Damage: 20
Special Abilities
Unique, Double Attack
Beskar’gam Armor 6 (When this character takes damage, he can reduce the damage dealt by 10 with a save of 6)
Crushgaunts (If both of its attacks hit the same adjacent enemy, this character's second attack gets +10 Damage and make a save of 17. On a success, that enemy is -10 Damage for rest of skirmish.)
Encumbered (May not move into difficult terrain and attack in the same turn)
Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings)

Equipped with Manalorian gear meant by Boba Fett as a cruel gift for Han Solo, Jag Fel hunted down and killed his former comrade Alema Rar.


Lando Calrissian, Arms Supplier
Rarity: R
Cost: 28
Faction: New Republic
Hit Points: 70
Defense: 18
Attack: 8
Damage: 20
Special Abilities
Unique
Opportunist (+4 Attack and +10 Damage against an enemy who has activated this round)
Experimental Rifle Upgrade (Allies within 6 squares with non-melee attacks that deal exactly 20 Damage gain Jolt and take 10 Damage on a natural attack roll of 1.)
Mobile Attack (Can move both before and after attacking)
Rapport (Droid characters with YVH in their name cost 1 less in the same squad as this character)

Co-owner of Tendrando Arms, Lando provided the New Republic with much needed arms during the galactic invasion, such as the highly successful Yuuzhan Vong Hunter droids.


Lowbacca
Rarity: VR
Cost: 36
Faction: New Republic
Hit Points: 110
Defense: 19
Attack: 13
Damage: 20
Special Abilities
Unique, Melee Attack, Double Attack
Mighty Cleave (Once per turn, if this character defeats an adjacent enemy by making an attack, it can make 1 immediate attack at +20 Damage against another adjacent enemy)
Momentum (If this character has moved this turn, he gets +4 Attack and +10 Damage against adjacent enemies)
Repair 20 (Replaces attacks: touch; remove 20 Damage from 1 Droid character)
Force Powers
Force 3
Lightsaber Defense (Force 1: When hit by a melee attack, this character takes no damage with a save of 11)
Commander Effect
Your squad may contain non-Unique Wookies of any faction. Non-Unique Wookie allies gain +2 Attack and +2 Defense while a Wookie ally is within 6 squares.

“You don't suppose that New Republic Intelligence has once again drop-kicked their brains and sent us out here for nothing?”


New Republic Pilot
Rarity: C
Cost: 13
Faction: New Republic
Hit Points: 30
Defense: 16
Attack: 7
Damage: 10
Special Abilities
Double Attack
Charging Assault +10
(Replaces turn: Can move up to double speed, then make an attack at +10 Damage against and adjacent enemy)
Pilot


Noghri Honor Guard
Rarity: U
Cost: 28
Faction: New Republic
Hit Points: 70
Defense: 19
Attack: 12
Damage: 20
Special Abilities
Melee
Blaster 10 (Replaces attacks: sight; +12 Attack for 10 Damage)
Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)
Mal’ary’ush Honor Guard (This character gains Bodyguard while adjacent to any character whose name contains Leia or Solo. May not benefit from commander effects from characters whose name does not contain Leia or Solo.)
Parry (When hit by a melee attack, this character takes no damage with a save of 11)
Stealth (If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)

Cakhmaim and Meewalh exemplify the Noghri reverence for Lady Vader for freeing them from slavery to the Empire. They serve Leia with their lives and when needed, their deaths.


YVH 1B
Rarity: C
Cost: 25
Faction: New Republic
Hit Points: 60
Defense: 18
Attack: 9
Damage: 30
Special Abilities
Droid (Immune to critical hits; not subject to commander effects)
Laminanium Armor (Twice per turn, when this character takes Damage make a save 11. On a success, reduce the damage taken by 10)
Upgraded Sensors (Enemy characters are not considered to have cover within 12 squares of this character)
War Cry (Replaces attacks: Target enemy within 6 squares is considered activated, save 11.)
Yuuzhan Vong Hunter (+4 Attack and +10 Damage against Yuuzhan Vong enemies)

"We are machines! We are greater than the Yuuzhan Vong!"


YVH 1C
Rarity: U
Cost: 23
Faction: New Republic
Hit Points: 60
Defense: 18
Attack: 10
Damage: 10
Special Abilities
Droid (Immune to critical hits; not subject to commander effects)
Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving)
Laminanium Armor (Twice per turn, when this character takes Damage make a save 11. On a success, reduce the damage taken by 10)
Missiles 30 (Replaces attacks: sight; 30 damage to target and to each character adjacent to that target; save 11)
Mobile Attack (Can move both before and after attacking)
Yuuzhan Vong Hunter (+4 Attack and +10 Damage against Yuuzhan Vong enemies)

"I am teaching myself to taunt you."
saber1
Posted: Friday, September 17, 2010 12:14:59 AM
Rank: Advanced Bloo Milk Member
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Joined: 2/14/2009
Posts: 1,450
Location: At the controls
YUUZHAN VONG

Shedao Shai
Rarity: VR
Cost: 45
Faction: Yuuzhan Vong
Hit Points: 120
Defense: 20
Attack: 9
Damage: 10
Special Abilities
Unique, Melee Attack
Bloodthirsty (+10 Damage against enemies at half Hit Points or less)
Embrace of Pain (+10 Damage if this character has taken damage this round)
Force Immunity (Enemies cannot affect this character with Force powers, or spend Force points to reroll attacks against this character or to respond to this character's attacks and abilities.)
Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)
Vonduun Crab Armor 11 (When this character takes damage, he can reduce the damage dealt by 10 with a save of 11)
Commander Effect
Yuuzhan Vong allies that deal exactly 10 Damage gain +10 Damage while they have line of sight on an enemy Droid or Cyborg character.

"I am Shedao Shai. You were at Bimmiel. You slew two of my kinsmen and left them to be gnawed by vermin. You stole the bones of my ancestor. These bones here I present to you so you may know the proper way to venerate fallen Yuuzhan Vong warriors.”


Villip
Rarity: C
Cost: 3
Faction: Yuuzhan Vong
Hit Points: 10
Defense: 18
Attack: 0
Damage: 0
Special Abilities
Concealed (Not considered a legal target while adjacent to an ally)
Portable (May be moved by an adjacent ally. At the end of the move, this character must be adjacent to that ally.)
Relay Orders (Each allied commander can count distance from this character as well as from itself for the purpose of commander effects)
Speed 0

Biogenetically engineered, Villips serve as the primary source of communication for the Vuuzhan Vong.
saber1
Posted: Friday, September 17, 2010 12:15:31 AM
Rank: Advanced Bloo Milk Member
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Joined: 2/14/2009
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FRINGE

Aing-Tii Warrior Monk
Rarity: U
Cost: 17
Faction: Fringe
Hit Points: 50
Defense: 17
Attack: 8
Damage: 10
Special Abilities
Melee, Double Attack
Electrostaff +10 (+10 Damage against adjacent nonliving enemies. An adjacent living enemy hit by this character's attack is considered activated this round; save 11.)
Force Ascetic (Cannot spend Force points to reroll or move faster)
Stone Still (If this character has not moved or attacked this round, it is not considered a legal target)
Force Powers
Force 2, Force Renewal 1
Aing-Tii Flow Walking (Force 3: Once per round, after initiative is determined, this character can take an immediate turn. This does not count as activating the character this round.)

"The Aing-Tii have an understanding of the Force; but it's a different understanding from that of the Jedi. Or perhaps it's merely a different aspect of the Force they relate to. I'm not really sure which." -Jorj Car'das


Barabel Scout
Rarity: U
Cost: 22
Faction: Fringe
Hit Points: 60
Defense: 18
Attack: 9
Damage: 20
Special Abilities
Melee, Double Attack
Ambush (This character can move and then make all its attacks against 1 enemy who has not activated this round)
Rend +10 (If both of its attacks hit the same adjacent enemy, this character's second attack gets +10 Damage)
Stealth (If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Scaled Hide (Immune to the effects of special abilities with Stun, Shock or Jolt in their name)
Wall Climber (This character ignores difficult terrain, enemy characters, low objects, and pits when moving as long as a square it occupies and a square it is moving into are adjacent to a wall)

"What are invaders called on Barab I? Prey!" -Barabel joke


Ewok on Speeder Bike
Rarity: C
Base: Large
Cost: 10
Faction: Fringe
Hit Points: 30
Defense: 17
Attack: 4
Damage: 20
Special Abilities
Draw Fire (If an enemy targets an ally within 6 squares of this character, you may force that enemy to target this character instead if it can; save 11)
Evade (When hit by a non-melee attack, this character takes no damage with a save of 11)
Flight (Ignores difficult terrain, enemy characters, low objects and pits when moving)
Speed 12

Paploo’s creative diversion gave the Rebel Strike Team the opportunity they needed to infiltrate the shield generator bunker on Endor.


Felucian Chieftain
Rarity: C
Cost: 14
Faction: Fringe
Hit Points: 40
Defense: 17
Attack: 10
Damage: 20
Special Abilities
Melee
Parry (When hit by a melee attack, this character takes no damage with a save of 11)
Force Powers
Force 2
Force Thrust 2 (Force 2, replaces attacks: range 6; 30 damage; save 11 for 20 damage)
Commander Effect
Allied Fringe characters with Felucian in their name gain Bloodthirsty (+10 Damage against enemies at half Hit Points or less) and +2 Attack.


Felucian Shaman
Rarity: U
Cost: 20
Faction: Fringe
Hit Points: 30
Defense: 16
Attack: 7
Damage: 20
Special Abilities
Melee
Parry (When hit by a melee attack, this character takes no damage with a save of 11)
Cloaked (If this character has cover, it cannot be targeted by nonadjacent enemies)
Force Powers
Force 1, Force Renewal 1
Force Heal 20 (Force 2, replaces attacks: touch; remove 20 damage from a living character)
Commander Effect
Allied Fringe characters with Felucian in their name within 6 squares gain Cloaked and Force Renewal 1.


Jodo Kast
Rarity: R
Cost: 34
Faction: Fringe
Hit Points: 70
Defense: 19
Attack: 9
Damage: 10
Special Abilities
Unique
Bounty Hunter +2 (+2 Attack against Unique enemies)
Flight (Ignores difficult terrain, enemy characters, low objects and pits when moving)
Missiles 20 (Replaces attacks: sight; 20 Damage to target and to each character adjacent to target, save 11)
Mobile (Can move both before and after attacking)
Opportunist +20 (+4 Attack and +20 Damage against an enemy who has activated this round)
Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)
Virulent Poison Dart (Replaces turn: range 6; 40 damage to target living enemy; save 16)

Utilizing modified Mandalorian armor, Kast reaped the benefits of being confused for Boba Fett, until Fett came to reclaim his reputation.


Kar Vastor
Rarity: VR
Cost: 59
Faction: Fringe
Hit Points: 140
Defense: 20
Attack: 14
Damage: 30
Special Abilities
Unique, Melee, Double Attack
Bloodthirsty (+10 Damage on melee attacks against enemies at half Hit Points or less)
Disabling Bite (If both of its attacks hit the same enemy, that enemy is considered activated and may not make attacks of opportunity, save 11 negates)
Greater Mobile Attack (Can move both before and after attacking. This character can make extra attacks even if it moves this turn, but it must make them all before resuming movement.)
Vibroshields (Damage from an attack is reduced by 10, save 11. On a natural 19 or 20 against a nonmelee attack the attacker takes damage equal to the prevented damage, save 11.)
Vicious Attack (Triple damage instead of double on a critical hit)
Force Powers
Force 2, Force Renewal 2
Force Heal 20 (Force 2, replaces attacks: touch; remove 20 damage from a living character)
Knight Speed (Force 1: This character can move 4 extra squares on its turn as part of its move)
Commander Effect
Allied Korunnai within 6 squares lose Savage and can spend Kar Vastor’s Force points. (A character still can't spend Force points more than once per turn and can't combine its own Force points with Kar Vastor’s.)


Khil Technician
Rarity: C
Cost: 6
Faction: Fringe
Hit Points: 10
Defense: 15
Attack: 3
Damage: 10
Special Abilities
Repulsorlift Upgrade (Replaces turn: choose 1 adjacent ally with Accelerate to gain Speed 12 for the rest of the skirmish)


Korunnai
Rarity: U
Cost: 24
Faction: Fringe
HP: 60
DEF: 18
ATK: 6
DAM: 20
Special Abilities
Melee
Bloodthirsty (+10 Damage on melee attacks against enemies at half Hit Points or less)
Double Attack (+10 Damage on melee attacks against enemies at half Hit Points or less)
Synergy (+4 Attack while an allied character whose name contains Kar Vastor is within 6 squares)
Vibroshields (Damage from an attack is reduced by 10, save 11. On a natural 19 or 20 against a nonmelee attack the attacker takes damage equal to the prevented damage, save 11.)
Force Powers
Force 1
Indiscriminate Rage (Force 1: +2 Attack and +10 Damage until the end of this character's turn. At the end of that turn, make a save of 11. If the save fails, this character gains Savage.)
Knight Speed (Force 1: This character can move 4 extra squares on its turn as part of its move)


Salacious B. Crumb
Rarity: VR
Base: Small
Cost: 11
Faction: Fringe
Hit Points: 20
Defense: 17
Attack: 4
Damage: 10
Special Abilities
Unique, Melee
Avoid Defeat (Whenever this character would be defeated, make 2 saves, each needing 11; if both succeed, this character has 10 Hit Points instead of being defeated)
Draw Fire (If an enemy targets an ally within 6 squares of this character, you may force that enemy to target this character instead if it can; save 11)
Evade (When hit by a non-melee attack, this character takes no damage with a save of 11)
Mischievous (+4 Attack and +10 Damage against a non-living enemy)
Wall Climber (This character ignores difficult terrain, enemy characters, low objects, and pits when moving as long as a square it occupies and a square it is moving into are adjacent to a wall)

“All day, every day, Hutt say 'Crumb, Salacious Crumb,' he say, 'Salacious Crumb, make me laugh now or I eat you!’”


Ssi-Ruu Warrior
Rarity: C
Cost: 19
Faction: Fringe
Hit Points: 70
Defense: 17
Attack: 8
Damage: 20
Special Abilities
Double Claw Attack (On its turn, this character can make 1 extra attack instead of moving; both attacks must be against adjacent enemies)
Entechment (+10 Damage for rest of skirmish if this character defeats an enemy. This ability does not stack.)
Jolt (An enemy hit by this character's attack is considered activated this round; save 11. Huge and larger characters ignore this effect.)
CerousMutor
Posted: Friday, September 17, 2010 2:42:36 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 8/27/2008
Posts: 990
ThumbsUp Fantastic work as always!
Can anyone put Marak Ragnos on a card for me Love


Oh and i know the perfect mini for the yvh droids lol mint!


Seriously Saber1, you should be putting your sets on cards.
Roland Alistair
Posted: Saturday, September 18, 2010 1:41:39 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 1/19/2010
Posts: 86
Location: Springfield Illinois
I'm don't know if this is a correct critique or not, but shouldn't the Felucian Shaman be a higher cost for giving Cloaked to felucians? I love my felucians and have been waiting for a Shaman to boost them up a bit, especially force renewal without GMLS, but for only 18 points, my enemy won't be able to target my felucians at all, without coming in and getting them. I don't know if this helps at all, but it just feels like the Shaman's point cost should be raised a bit. I don't know by how much, but I am totally going to use this now!LOL Thanks for the customs!ThumbsUp
saber1
Posted: Monday, September 20, 2010 12:19:41 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/14/2009
Posts: 1,450
Location: At the controls
Roland Alistair wrote:
I'm don't know if this is a correct critique or not, but shouldn't the Felucian Shaman be a higher cost for giving Cloaked to felucians? I love my felucians and have been waiting for a Shaman to boost them up a bit, especially force renewal without GMLS, but for only 18 points, my enemy won't be able to target my felucians at all, without coming in and getting them. I don't know if this helps at all, but it just feels like the Shaman's point cost should be raised a bit. I don't know by how much, but I am totally going to use this now!LOL Thanks for the customs!ThumbsUp


That is a good point. I thought about the cost of the FS but opted to go low to give the Felucians more bite. Yes they now have Cloaked and Parry, but wiith their low damage output and fragility once based, I don't feel 18 points for the Shaman is egregious. Perhaps the more pertinent question is: "Are Force Heal 20 and Force Renewal too much for an 18 point piece?"
Roland Alistair
Posted: Monday, September 20, 2010 3:41:43 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 1/19/2010
Posts: 86
Location: Springfield Illinois
"Perhaps the more pertinent question is: 'Are Force Heal 20 and Force Renewal too much for an 18 point piece?' "

A very Socratic point. And to be honest, I know I don't have as much experience as you or others on this topic. I will defer my opinion on the cost to your capable hands. If you decide 18 is enough, or it should be 200(Felucian on AT-ATWoot ) I'm sure you can more accurately judge the cost of this piece. But I assure you I will use this Felucian Shaman, because it rocks!!! A toast to Customs!!BlooMilk
saber1
Posted: Monday, September 20, 2010 2:18:11 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/14/2009
Posts: 1,450
Location: At the controls
Roland Alistair wrote:
Felucian on AT-AT


Dang it! Why didn't I think of that? Cool

Thanks for the comments. Keep 'em coming!
Lord_Ball
Posted: Monday, September 20, 2010 9:55:32 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/19/2010
Posts: 1,029
I'd adjust the rarity distribution as follows (I don't think any character with a CE has been C before)

Army of Light Commander - U
Brotherhood of Darkness Acolyte - C
Brotherhood of Darkness Sith Lord - U
Journey Protector - C


Felucian Shaman - Increase the cost to low 20's
Korunnai - I'm guessing (based on Kor Vastors CE) Unique is supposed to be Savage?
saber1
Posted: Tuesday, September 21, 2010 12:17:20 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/14/2009
Posts: 1,450
Location: At the controls
Lord_Ball wrote:
Felucian Shaman - Increase the cost to low 20's
Korunnai - I'm guessing (based on Kor Vastors CE) Unique is supposed to be Savage?


Unique was a mistake for the Korunnai. It is a nonunique piece. Vastor's CE is meant to keep his pack in line when they fail their Indiscriminate Rage saves.

I've been kicking the Shaman's cost around. Looking at the Jedi Healer for the Old Republic (WotC) they are the same cost at 18. The Shaman has lower defense, attack and force yet gains Parry and Cloaked.
saber1
Posted: Tuesday, September 21, 2010 12:20:20 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/14/2009
Posts: 1,450
Location: At the controls
Lord_Ball wrote:
I'd adjust the rarity distribution as follows (I don't think any character with a CE has been C before)


The Clone Trooper Sergeant is C, but your suggestions are good. Changed above.

Lord_Ball
Posted: Tuesday, September 21, 2010 1:22:23 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/19/2010
Posts: 1,029
saber1 wrote:
I've been kicking the Shaman's cost around. Looking at the Jedi Healer for the Old Republic (WotC) they are the same cost at 18. The Shaman has lower defense, attack and force yet gains Parry and Cloaked.


that's a major reason why the shaman should have his cost bumped up a bit, I'd be hard pressed to bring a Jedi Healer over this guy simply because cloaked and parry increase the survivability quite a bit, so the main things you're losing are a couple of points to attack (not going to be a main attacker anyway) and 10 from force heal, but you're also gaining a CE that will greatly increase the potential of the other Felucians. I really don't think a cost of 21-22 would be out of line.
saber1
Posted: Thursday, September 23, 2010 2:29:30 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/14/2009
Posts: 1,450
Location: At the controls
For now I have raised the cost of the Felucian Shaman to 20 points.
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